1. The Robbery

    31:21:37

    from Robert Krig / Added

    582 Plays / / 0 Comments

    This was my third animation project during my Animation Production course in London. The requirements for this project was simply a "free for all". We were allowed to use any medium, any technique, any subject. The only rule was to have at least about a minute of animation. I wanted to take this opportunity to finally learn 3D Animation. Luckily a fellow student was into 3D Studio Max and was able to get me started. Using the online help tutorials within Max, I was able to learn 3D Studio Max in about a month. Production was quite difficult. Due to the fact that I was still learning 3D Studio Max as I went along, I was consistantly fighting the software in order to get it to do what I wanted. A LOT of time went into simply playing around with all the features and trying to find out if and when they could be useful during production. My PC at the time wasn't exactly the fastest one around, so in the end I had to reduce the shading to its bare essentials in order to optimize rendering time. In retrospect it probably wouldn't have made a difference if I had rendered it with full shading detail, considering how bad it all looks anyways. In the end I had to severely shorten my animation just to be done in time. I simply spent too much time on learning and testing. The Process: First I modelled the main characters head, since I found head modelling the most challenging. After that, the body, the holsters and the guns. The cops are just copies of the main characters body with some added bits. Mainly a helmet, body armor and some shoulder pads. The cars outside where just rough blocks and intentionally kept as dark as possible in order to hide their ugliness. Once the character models were finished, I proceeded to build the sets, keeping everything as simple as possible. Very basic geometry and a lot of Copy & Paste. Once the modelling was done, I did only some very basic texturing using procedural textures and using basic shaders for the rest. Next up was the skinning. The skinning and rigging was a nightmare. Luckily my friend helped, but it was still a constant fight while animating. Finally, there was the rendering. There was only about 2 and a half days left of the deadline, when I was finished animating everything in its current form. Once I started rendering, I noticed that I had to turn everything WAY down, in order to get done on time. The rendering took about a day or so. Finally the image sequence was loaded into premiere, where I added sound effects, transitions and some titles. The Idea: A bank robbery takes place. We se the main character bypassing the bank security, through use of a hacked ID card. Unfortunately during the opening of the safe, the ID card fails to completely bypass the security system and the silent alarm is triggered. Soon the police have arrived at the scene. The main character prepares to take on the police with his two guns.

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    • Lecture 5: More complex geometries. CSGs. Textures and Bitmaps. Shaders. Normals. Ambient light. Anti-aliasing

      02:36:54

      from Raytracing course FMI/SU / Added

      190 Plays / / 0 Comments

      Lecture 5 from 08.11.2013 • Intersections with more complex geometries - Sphere - Cube - Constructive Solid Geometries (CSGs), a.k.a. "Boolean operations" • Shaders and shadows - Separation of Lambert from the Checker texture - Texture interface - Phong shader - Shadows implementation - faceforward() and biasing • Ambient color • Bitmap textures • Anti-aliasing Note: The sound cuts off after 2h10mins. The reason for this is unknown, but it is also present in my source files so there's nothing to do about it. I guess that even the screencap software didn't like the quite-longer-than-expected length of the third "hour" of the lecture.

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      • Lecture 13: Realtime ray tracing. Parallelisation

        02:31:45

        from Raytracing course FMI/SU / Added

        44 Plays / / 0 Comments

        Lecture 13 from 17.01.2014 Contents: • Real time ray tracing • Optimizations - Compiler flags - SSE - x86/x64 - coding improvements - profiling - profile-guided optimizations • Parallelisation - Single-machine parallelism - Hyper-threading - Multi-core systems - Multi-CPU systems - Cache coherence and false sharing - GPUs (comparison) - Multiple-machine parallelism. Distributed rendering. - GPUs (comparison) • Multithreading in C++ - OpenMP (implementation sample) - Threading APIs - Implementation of multithreaded rendering using cxxptl - Demo on multicore machine - Interactive rendering implementation

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        • Lecture 10: Heightfields. Non-point lights. Depth of field.

          02:31:39

          from Raytracing course FMI/SU / Added

          41 Plays / / 0 Comments

          Lecture 10 from 13.12.2013 Contents: • Heightfields - definition. - intersection algorithms: naïve, partial hierarchy, full hierarchy, fastest descent. - demo. • Non-point lights - definition of the problem. - monte-carlo solution. - generic light interface implementation. - rectangle light implementation. - stratified sampling vs pure random sampling. • Depth of field - definition of the effect. - implementation in a raytracer. - demo.

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          • Lecture 12: GI (continued). Path tracing

            02:28:21

            from Raytracing course FMI/SU / Added

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            Lecture 12 from 10.01.2014 Contents: • Path tracing - Implementation of BRDFs - Implementation of the simple model (probabilistic light hits) - Enhanced model (explicit light sampling) - Combining monte-carlo strategies • Pros and cons - Possible speedups - Compared to other GI algos

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            • Lecture 3: Basic concepts in rendering and raytracing. Typical raytracer infrastructure.

              02:27:36

              from Raytracing course FMI/SU / Added

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              Lecture 3 from 18.10.2013. • Basic rendering concepts: - scene - camera - geometry - materials - lights - environment • The infrastructure of a typical raytracer; • Using SDL to show graphics on-screen

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              • Lecture 4: Introduction to cameras. Ray->Plane intersections.

                02:18:41

                from Raytracing course FMI/SU / Added

                143 Plays / / 0 Comments

                Lecture 4 from 25.10.2013 • Walkthrough in the infrastructure of the project • Pinhole camera - The idea - The implementation (slightly buggy here, but the bug was nontrivial to catch) • Raytracing core algorithm • Ray->Plane intersection • Shaders and procedural textures - Checker texture - Lambert shader and 1/distance² attenuation The original recording contained a 15-minute unsuccessful bughunt into the camera code, which is removed from this video.

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                • Lecture 11: Stereoscopy. Photorealistic rendering. GI algorithms

                  02:05:37

                  from Raytracing course FMI/SU / Added

                  50 Plays / / 0 Comments

                  Lecture 11 from 20.12.2013 Contents: • Stereoscopy - Methods for displaying 3D imagery - Stereoscopic rendering - Implementation of anaglyph stereoscopic rendering • Photorealistic rendering - Global illumination (GI) - BRDFs (examples) - The rendering equation • GI algorithms - Path tracing - Light tracing - Bidirectional path tracing

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                  • Lecture 9: Bounding geometries. Intersection acceleration structures. K-d trees.

                    02:03:03

                    from Raytracing course FMI/SU / Added

                    47 Plays / / 0 Comments

                    Lecture 9 from 06.12.2013. Contents: • Bounding geometries discussion - axis-aligned bounding box (BBox), and its advantages compared to a bounding sphere - implementation of BBox around meshes • Intersection acceleration structures - Regular grid - Irregular grid - Quad/Octtree - BVH trees - K-d trees • K-d trees in more detail - building - intersection • Conclusion. Whole-scene structures

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                    • Lecture 6: Environment. Reflections. Refractions. Textures. Glossy reflections

                      01:56:41

                      from Raytracing course FMI/SU / Added

                      89 Plays / / 0 Comments

                      Lecture 6 from 15.11.2013 • Environment - Cube map - Spherical map • Reflections / Refractions - Simple reflection - Refraction. IOR - Fresnel - Glossy reflection • Layered shader - Simple - Simulating a glass mtl w/fresnel - With textures

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